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Buy Ink Cartridges or Refill Kits for Your HP, Epson, Canon or Lexmark Printer at Myinks.com. Free s/h on orders $50 or more to the US & Canada. http://www.c1tracking.com/l.asp?cid=5511 http://us.click.yahoo.com/l.m7sD/LId...sNAA/IMSolB/TM ---------------------------------------------------------------------~-> To unsubscribe from this group, email armybuilder-unsubscribe@yahoogroups.com ------------------------------------------------------------------------ There are 11 messages in this issue. Topics in this digest: 1. Spawnings for skink priests From: "Hammer of Ulric" <rogerdavid2002@aol.com> 2. Re: Spawnings for skink priests From: "Mr. Green" <mach_5@rocketmail.com> 3. Re: Item and Option interaction From: Colen McAlister <colen@wolflair.com> 4. Imperial Guard From: Jan-Philipp Trommershäuser <Illuminati01_@hotmail.com> 5. Re: Item and Option interaction From: "teatimeau" <Teatime@portentmail.com> 6. RE: Imperial Guard From: Randel Clawson <Randel.Clawson@CTBTO.org> 7. Re: Item and Option interaction From: "teatimeau" <Teatime@portentmail.com> 8. Re: Item and Option interaction From: trent <felix@medford.net> 9. Composition syntax From: "teatimeau" <Teatime@portentmail.com> 10. Re: Composition syntax From: "Mr. Green" <mach_5@rocketmail.com> 11. Re: Composition syntax From: Colen McAlister <colen@wolflair.com> __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 1 Date: Wed, 03 Sep 2003 17:38:01 -0000 From: "Hammer of Ulric" <rogerdavid2002@aol.com> Subject: Spawnings for skink priests Hi I'm a n00b to AB, but I think I have a problem with the Warhammer Fantasy files. I can't see how to add spawnings to skink characters. Am I missing it, or hasn't it been implemented? Hammer of Ulric __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 2 Date: Wed, 3 Sep 2003 10:48:10 -0700 (PDT) From: "Mr. Green" <mach_5@rocketmail.com> Subject: Re: Spawnings for skink priests Skinks have an option in their options list that says "<> Spawning". Click the arrows to the right/left until you have selected the spawning you want. Leaving at 'Spawning' means you have not given them a spawning. Note they can only take the spawning of Sotek and the Mark of the Old Ones. Feel free to forward all future questions/bug reports regarding the Warhammer datafiles directly to me at mach_5@rocketmail.com. Cheers, Mark --- Hammer of Ulric <rogerdavid2002@aol.com> wrote: > Hi > > I'm a n00b to AB, but I think I have a problem with the Warhammer > Fantasy files. > > I can't see how to add spawnings to skink characters. > > Am I missing it, or hasn't it been implemented? > > Hammer of Ulric > > > > To unsubscribe from this group, email > > armybuilder-unsubscribe@yahoogroups.com > > Your use of Yahoo! Groups is subject to > http://docs.yahoo.com/info/terms/ > > ===== WF6 Army Builder File Manager Direwolf FAQ Council - Army Builder Liaison - Warhammer Club - Vancouver, BC http://www.WCP-Vancouver.com __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 3 Date: Thu, 04 Sep 2003 02:00:48 -0700 From: Colen McAlister <colen@wolflair.com> Subject: Re: Item and Option interaction At 11:43 AM 9/3/2003 +0000, you wrote: >General expression of the problem: I am working on a new datafile for >an existing system. I have both Options and Items that modify stats >through the base: and stat: options respectively. In order to remain >faithful to the mechanics of the game system the stat modifications >activated by the Options really need to be evaluated before the >modifications made by the Item. Unfortunately I find that the Item >always takes priority and the resulting stat is miscalculated. > >Questions: >1. Is there a way of having an Item activate an Option? If there were >I could hide an option with the appropriate priority and have it do >the stat modification instead. There is indeed. Give every unit that can take the item an option linked with 'auto', so it's automatically included, that hides itself and depends on a type to activate. So the attributes of such an option would look like: hide utyp:SomeType stat:X+14 (You can either use the glob:auto attribute to assign the option to all units, or manually assign it, or use inheritance (the 'clon' unit local attribute), or something similar.) Then have the item assign the type 'SomeType'. When the type SomeType is assigned, the option takes effect. >2. Is there a way of changing the priority of an Item so that it is >evaluated after an Option? I tried a ipri: and going through a Tweak >to no effect. I wouldn't want the Item evaluated after ALL Options, >as there are some where it is appropriate to calculate it first. I'm afraid not. All items are processed before all options. -- Colen McAlister (colen@wolflair.com) Lone Wolf Development www.wolflair.com __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 4 Date: Thu, 4 Sep 2003 07:24:53 +0200 From: Jan-Philipp Trommershäuser <Illuminati01_@hotmail.com> Subject: Imperial Guard Hi, Im looking for a file of the new 40k Imperial Guard Codex! If it exists Can someone send it to me?? ----- Original Message ----- From: teatimeau To: armybuilder@yahoogroups.com Sent: Wednesday, September 03, 2003 1:43 PM Subject: [AB] Item and Option interaction Hi all, Another newbie for the mill! Hopefully that means my queries are simple to answer... General expression of the problem: I am working on a new datafile for an existing system. I have both Options and Items that modify stats through the base: and stat: options respectively. In order to remain faithful to the mechanics of the game system the stat modifications activated by the Options really need to be evaluated before the modifications made by the Item. Unfortunately I find that the Item always takes priority and the resulting stat is miscalculated. Questions: 1. Is there a way of having an Item activate an Option? If there were I could hide an option with the appropriate priority and have it do the stat modification instead. 2. Is there a way of changing the priority of an Item so that it is evaluated after an Option? I tried a ipri: and going through a Tweak to no effect. I wouldn't want the Item evaluated after ALL Options, as there are some where it is appropriate to calculate it first. 3. Is there some other solution to my problem? I am a newbie after all. It would be ugly to change the Item to an Option instead, since it wouldn't match all the others of its type. I'd prefer not to have an option that must be activated manually by the user after they've bought the item. Background to the problem: I've input a new warband for Mordheim, the Norse Reavers. The Frenzy ability doesn't calculate Attacks properly generally (order should be stat mods, then *2 for frenzy, then add weapons) but I've fixed that by creating my own set of Attack increase options with a higher priority and then a frenzy option that lies between the stat increase and the weapon options. This works fine for units that start with frenzy, the problem comes when other units buy a Skill that allows them frenzy. Thanks for any asistance! Cheers, Teatime Yahoo! Groups Sponsor ADVERTISEMENT To unsubscribe from this group, email armybuilder-unsubscribe@yahoogroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. [Non-text portions of this message have been removed] __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 5 Date: Thu, 04 Sep 2003 08:38:52 -0000 From: "teatimeau" <Teatime@portentmail.com> Subject: Re: Item and Option interaction --- In armybuilder@yahoogroups.com, "Mr. Green" <mach_5@r...> wrote: > > > 3. Is there some other solution to my problem? I am a newbie after > > all. It would be ugly to change the Item to an Option instead, since > > it wouldn't match all the others of its type. I'd prefer not to have > > an option that must be activated manually by the user after they've > > bought the item. > > I think your best 'option' would be to use both an option and an item to > represent items that give the bearer frenzy rather than trying to fit the > item directly into the order of options (I'm not sure if that's even > possible). Basically, you will create your item as normal, and give it a > type describing it, ie the attribute 'type:frenzy' or some such. > > Next, create an option at the appropriate priority level and give it the > 'glob:incl' and 'utyp:frenzy' attributes and also have it modify the > attacks stat *2 or whatever you require. > > Hope this helps! > > Mark Yep, that's exactly what I needed. I'd tried this route before using the olgl: attribute, but of course the option wasn't getting added to units because they didn't possess the correct type at creation. I'd also made the assumption that utyp: would only reveal an existing option without activating it, much like the show: attribute - glad to see I was wrong on that one. Thanks for the help! Cheers, Teatime __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 6 Date: Thu, 4 Sep 2003 11:36:03 +0200 From: Randel Clawson <Randel.Clawson@CTBTO.org> Subject: RE: Imperial Guard Jan-Philipp Trommershäuser wrote: > Im looking for a file of the new 40k Imperial Guard Codex! > If it exists > Can someone send it to me?? Jan-Philipp, you should re-read the text of the message you received when you joined this group: "Welcome to the Army Builder support and discussion group. This group is NOT for posting of Army Builder files - the ab-files@yahoogroups.com group is for that. This group is run by Colen McAlister, demandred@skrill.org, and Rob Bowes, rob@wolflair.com." "Note that the Warhammer 40,000 (3rd Edition) files should not be discussed here - use this list instead: http://groups.yahoo.com/group/ab-40k3" So, as you can see you should join the ab-40k3 group to find that data file. Cheers, Randel __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 7 Date: Thu, 04 Sep 2003 13:21:28 -0000 From: "teatimeau" <Teatime@portentmail.com> Subject: Re: Item and Option interaction --- In armybuilder@yahoogroups.com, Colen McAlister <colen@w...> wrote: > There is indeed. Give every unit that can take the item an option linked > with 'auto', so it's automatically included, that hides itself and depends > on a type to activate. So the attributes of such an option would look like: > > hide > utyp:SomeType > stat:X+14 > > (You can either use the glob:auto attribute to assign the option to all > units, or manually assign it, or use inheritance (the 'clon' unit local > attribute), or something similar.) Then have the item assign the type > 'SomeType'. When the type SomeType is assigned, the option takes effect. Mr. Green was a little quicker on the trigger, but thanks for the reply I did indeed tackle the problem this way with the desired result. If you're interested in feedback concerning ABCreator: it wasn't clear to me from the description of the utyp: attribute that a previously un-linked option could be enabled at run-time, nor that the desired option would also turn up in the selected state. I am willing to entertain the idea that perhaps I was being a bit thick, and should have just tried it anyway > >2. Is there a way of changing the priority of an Item so that it is > >evaluated after an Option? I tried a ipri: and going through a Tweak > >to no effect. I wouldn't want the Item evaluated after ALL Options, > >as there are some where it is appropriate to calculate it first. > > I'm afraid not. All items are processed before all options. Roger, thanks. > > -- > Colen McAlister (colen@w...) > Lone Wolf Development www.wolflair.com Cheers, Teatime __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 8 Date: Thu, 04 Sep 2003 06:45:35 -0700 From: trent <felix@medford.net> Subject: Re: Item and Option interaction At 08:38 AM 9/4/2003 +0000, you wrote: >--- In armybuilder@yahoogroups.com, "Mr. Green" <mach_5@r...> wrote: > > > > > 3. Is there some other solution to my problem? I am a newbie >after > > > all. It would be ugly to change the Item to an Option instead, >since > > > it wouldn't match all the others of its type. I'd prefer not to >have > > > an option that must be activated manually by the user after >they've > > > bought the item. > > > > I think your best 'option' would be to use both an option and an >item to > > represent items that give the bearer frenzy rather than trying to >fit the > > item directly into the order of options (I'm not sure if that's even > > possible). Basically, you will create your item as normal, and >give it a > > type describing it, ie the attribute 'type:frenzy' or some such. > > > > Next, create an option at the appropriate priority level and give >it the > > 'glob:incl' and 'utyp:frenzy' attributes and also have it modify the > > attacks stat *2 or whatever you require. > > > > Hope this helps! > > > > Mark > >Yep, that's exactly what I needed. I'd tried this route before using >the olgl: attribute, but of course the option wasn't getting added to >units because they didn't possess the correct type at creation. I'd >also made the assumption that utyp: would only reveal an existing >option without activating it, much like the show: attribute - glad to >see I was wrong on that one. > >Thanks for the help! > >Cheers, >Teatime > > > >To unsubscribe from this group, email > >armybuilder-unsubscribe@yahoogroups.com > >Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 9 Date: Thu, 04 Sep 2003 13:35:15 -0000 From: "teatimeau" <Teatime@portentmail.com> Subject: Composition syntax This question isn't specifically related to the .wf6 files, but it is where I found the example that's confusing me... The cr.wf6 contains an Race Augmentation record for all races (xx) with the following Attribute: xbrk:"WH Skirmish"="Hero@?,Core@?,Spec@?,Rare@?"-mode=zz The syntax for the composition rule doesn't seem to match what's required (ie <set>=<group>:<rule>,...) but it works like a charm, removing all limits on composition for the named groups. Can someone point me to where this particular syntax is explained? Cheers, Teatime __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 10 Date: Thu, 4 Sep 2003 08:49:29 -0700 (PDT) From: "Mr. Green" <mach_5@rocketmail.com> Subject: Re: Composition syntax I can't actually tell you where it comes from... as you said it doesn't fit what the ConstKit.rtf says. I simply copied the syntax from the Warmaster files (which uses it exlusively from what I've seen). Perhaps it's from an older version of AB and is no longer documented but still exists for backward compatibility? Cheers, Mark --- teatimeau <Teatime@portentmail.com> wrote: > This question isn't specifically related to the .wf6 files, but it is > where I found the example that's confusing me... > > The cr.wf6 contains an Race Augmentation record for all races (xx) > with the following Attribute: > > xbrk:"WH Skirmish"="Hero@?,Core@?,Spec@?,Rare@?"-mode=zz > > The syntax for the composition rule doesn't seem to match what's > required (ie <set>=<group>:<rule>,...) but it works like a charm, > removing all limits on composition for the named groups. Can someone > point me to where this particular syntax is explained? > > Cheers, > Teatime > > > > To unsubscribe from this group, email > > armybuilder-unsubscribe@yahoogroups.com > > Your use of Yahoo! Groups is subject to > http://docs.yahoo.com/info/terms/ > > ===== WF6 Army Builder File Manager Direwolf FAQ Council - Army Builder Liaison - Warhammer Club - Vancouver, BC http://www.WCP-Vancouver.com __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com __________________________________________________ ______________________ __________________________________________________ ______________________ Message: 11 Date: Thu, 04 Sep 2003 09:50:19 -0700 From: Colen McAlister <colen@wolflair.com> Subject: Re: Composition syntax At 01:35 PM 9/4/2003 +0000, you wrote: >This question isn't specifically related to the .wf6 files, but it is >where I found the example that's confusing me... > >The cr.wf6 contains an Race Augmentation record for all races (xx) >with the following Attribute: > >xbrk:"WH Skirmish"="Hero@?,Core@?,Spec@?,Rare@?"-mode=zz > >The syntax for the composition rule doesn't seem to match what's >required (ie <set>=<group>:<rule>,...) but it works like a charm, >removing all limits on composition for the named groups. Can someone >point me to where this particular syntax is explained? As Mr Green suggested, this is an old syntax (pre- Army Builder 2) that's still supported for backwards compatibility. IIRC, '@?' is the equivalent of the current ':any'. -- Colen McAlister (colen@wolflair.com) Lone Wolf Development www.wolflair.com __________________________________________________ ______________________ __________________________________________________ ______________________ Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ |
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